LD33 August 21–24, 2015

I am in

Second compo for me. My first one went very well with a #22 on innovation :). It focused on a  simple gameplay ( a minesweeper with an audio twist ). This time I’d like to do something with a bit more depth, maybe something strategic or rpg like.

My personal challenge is to include some music, preferably procedural because I love this kind of stuff. I might try some stuff this week end so I know a bit more for the compo.

Like last time the game will be a pure html/javascript game, with the use of jquery/bootstrap probably to build the page quickly, If heroku is still a viable solution the game will be there.

Much In!

As of now my schedule is allowing me to join this LD, however that could change last-minute.  This post is mostly for myself, as I need to reflect on my prior experiences: I’ve been reflecting on my prior LDs, and have come up with a few things that always go ‘bad’ during my LD time:

  • I always try too hard to get a good idea, and once I settle on an idea it is always too much to complete, so I have to try to think simpler this time around
  • Most LDs I have used either new tools, coding styles, try completely new things, etc., and while I learn a TON doing that, I really need to focus on making a complete, simple game this time around, instead of a partially incomplete game!

So, that is what I have to focus on this LD.  Also, my projected tools:

  • Almost 100% likely Java (either no libraries or LibGDX)
  • IDE: Eclipse and/or Sublime Text
  • Graphics: Paint.net
  • Sound: BFXR
  • Music: If I get to it, LMMS

Finally, I will (if my schedule stays clear) be live-streaming at twitch.tv/codenmore !

I’m in!

This is my first ludum dare! I am not trying to win or anything, I’m just competing against myself to see what I can do.

Good luck to all other competitors!

I’m in for the 2nd time

Hello fellow gamedevs!

My first time (LD30) was a great experience and I really wanted to participate again. And I’ve got opportunity to join this time!

My goals for this LD are quite similar to the previous ones:

  • Finish a playable game. That’s everyone’s main goal, so not much to say.
  • This time I want to focus on introducing concept of the game to the player, so he or she won’t get lost. Last time it was a total failure. Players didn’t know what was the goal of the game, nor how to control the avatar, nor what are rules to the game.
  • Keep visual simple, but of decent quality. If the topic is right I might even try to use a really simple shapes (circles and rectangles). The main focus is going to be on a good mix of colors, and little things like gradients and shadows. Last time I spent too much time creating unused animation.
  • More fx sounds. Sound is a great tool for the feedback and to make the game feel alive. I hope I won’t mess the API this time and use the valid volume ranges (0-100 instead of 0-1). My tool of use: probably sfxer.
  • Music. Any music. I’m not a musican at all, but since the beginning of this year I’ve been working in the audio/DSP related project. If it’s possible I’ll borrow MIDI keyboard from my company for the weekend to motivate me. The tool of use is going to be Milky Tracker, unless I find something easy to use.
  • I have no idea what theme is going to win, but if possible I’m gonna try to make something fast-paced. Last time I tried to make clone of “Ugh!” game. This time again I’m gonna stick to already explored concepts. It’s still to early to me to create anything original, I’d rather focus my work in other fields.

I’ll stick to the tools I know well, so once again game is going to be done in C++11 and SFML with Box2D or Lua, depending on the theme.

I wish you all good luck at the LD33!

Tags: introduction, LD33

Let’s do the LD again

Soon time for another Ludum Dare, so I guess it’s time to put another one of these posts in here.

This time I’m going to my darndest best to try and actually get the game done.

 

I hope to also actually get some sounds and music in, even if it’s just very basic stuff. Probably going to use LMMS for all of that.

Apart from that, my tools will probably be the same as the ones I usually go for; C++11, SFML, Angelscript, and I’m probably going to give Kunlaboro some more love.

 

I would like to ask something of the rest of you people though, because I really suck at art and sound design, so I usually use simple vector graphics. Should I keep doing that, or force myself to go with sprites?

Would appreciate any comments on that.

 

Hope the rest of you are looking forward as much to this as I am.

Tags: C++, im in

LD32 Postmortem for Colour Rocket

Note: this is a cross post from http://williamhart.info/ludum-dare-32-postmortem-colour-rocket/

Game Jamming for LD32

A couple of weekends ago I participated in my first Ludum Dare, “an unconventional weapon”. My game was called Colour Rocket and the concept was an “infinite runner” inspired asteroid dodger, where you aim was to guide a rocket to an enemy planet through flying asteroids, and use it to return colour to a darkened universe.

At about 5pm on the final day of Ludum Dare, I decided I’d had enough. I put down my keyboard and picked up my baby daughter for a cuddle. She has since forgiven me for ignoring her for the best part of a day. This left me with a fully functional, complete but very minimal game with only three levels. I’m pretty happy that I was able to get that far.

Toolset
I picked a fairly standard free toolset early on:

– Unity to make the game,
– Blender for artwork, and
– Sunvox for music

What worked

Music

With the exception of one or two minor volume issues, I’m pretty happy with the music I made. There is a different song for each menu screen or level, and although they aren’t going to win any prizes, given its the first time I’ve tried to make music I don’t think the songs are too horrendous.

Artwork

The artwork was very basic low poly stuff and I quite like the look of the black and white planets before colour is returned to the universe. Its very basic as a few comments have noted, but yeah “programmer art”.

Controller

I tried something a bit different with the player controller. The player’s rocket is always at `(0,0,0)`, and the asteroids move around the player. I can’t really say I have a logical reason for doing it this way other than it meant I didn’t have to think about the camera or moving cleanup/spawn regions. In the end I think this worked ok.

What didn’t work

There were a couple of areas where the game clearly fell short. Although its promising to think that most of these would have been easily solved if I’d spent more time on them! In no particular order…
Obstacles

My method for slinging asteroids towards the player was to spawn a whole lot at the back of the screen. However this lead to disconcerting “pop in” in the background as asteroids were recycled. As the asteroids were rigid bodies with collisions, it also meant that the target planet effectively carved a tunnel in to the asteroid field that would sometimes let the player travel through the whole level without touching the controls… oops!

I fixed the pop in issue by running a coroutine to gradually scale asteroids up from 0 to 1 as they were spawned in, but the difficulty and asteroid placement proved to be a bit more difficult. I tried adding some pre-existing asteroids which improved things a bit, but I think if I’d had more time I should have:

  • created some more larger static obstacles,
  • created more asteroid spawn points to the sides, shooting asteroids across the player’s path
  • had the target planets move around instead of sitting still

 

User Feedback and UI

Many of the comments so far have been along the lines of “the controls stopped working”. At first I thought this was a weird bug I hadn’t seen, then I realised that it was probably related to one of the game mechanics I’d implemented.

So that players can’t just mash the controls non-stop, the rocket has a limited amount of fuel. The idea was to make the player chose between getting hit by an asteroid and running out of fuel by moving too much. (Move around too much and you lose the ability to manoeuvre).

On realising that players were thinking of a game mechanic as a big, my first reaction was in truth a bit defensive…

well, it mentions fuel on the first screen and there is a fuel bar on the GUI, so it should be obvious, right? RIGHT?!?!?!!?!”.

Then I realised that the comments were actually letting me know that the game mechanic was a bit too obscure. To be “intuitive”, every important player action in the game needs to have visual or audio feedback.

It wasn’t enough to hope the player read three paragraphs of text, or noticed a small fuel bar in one corner of the screen – I needed flashing text, colour or sounds to notify the user they were about to run afoul of a crucial game mechanic.

This is even more important in something like Ludum Dare where players may only spend a minute or two with your game.

 

 

What I learned

To summarise, there were two main lessons for me from this Ludum Dare entry:

  1. Don’t get defensive about feedback – listen to what the players are saying, and try to work out why they are saying it.
  2. Audio and visual cues are critical for communicating game mechanics.

I enjoyed the weekend a lot, and I’ve been playing and enjoying some of the other entries. Bring on the next Ludum Dare!

Tags: post mortem postmortem

In, in, in the In door

Back for my second attempt at Ludum Dare :) My first one was LD29 in which I spectacularly failed to finish anything, hoping to rectify that this time around.

I’m currently playing around with Python and PyGame, so that might be my weapon of choice. Or I might fall back on good ol’ GLBasic if I don’t feel confident enough 😛 Graphics in Paint.Net, sound in Sfxr/Bfxr

I am in like flynn!

Obviously not the first time that joke was used.

Anyways here is my shit I will form and polish into a nice gleaming shit statue for people to play with an most likely break. :C

My plan is to use a FreeDOOM WAD and modify it with new music, graphics, and levels. I will also look into what sorts of weapons I can program, and other things.

Base: FreeDOOM WAD

I will be basing my entire game off of this one wad

Machine: A Windows 98 VM on either a laptop or my gaming rig.

Will be using windows 98 for full compatibility for all older doom tools

WAD Packager/Editor: XWE or eXtendableWadEditor

This is a really old, but flexible tool that has seen many a DOOM mod. It’s mostly for interchanging files

Level Editor: Original DOOM Editor

Unfortunately DOOM Editor 2 doesn’t work on Win9X platforms, so the original will work just the fancy.

Music: Cassio CTK-700 MIDI Keyboard and Anvil Studio with MAYBE Audacity.

I hope I can package in a Doom client like ZDoom or Chocolate Doom so people can have it zip and ready to go, but we will see.

Comment and tell me what you think of my one and only tactic XD Provide suggestions and if you want to contact me further send an email to
0a2cc8d0@opayq.com and I will get back to you.

Comments

07. Aug 2015 · 08:14 UTC
Yes to the DOOM

I’m in!

This will be my second Ludum Dare and after my first game, Slime Quest, I think I can do better! My previous game was 2D, but this time I’m going to try for 3D. However, I’m not great at 3D art (or 2D for that matter), but I’ll try to muddle my way through. Anyway my gamedev arsenal is as follows:

OS: Windows 10

Engine: Unity3D

Language: Mono C#

Modeling/Animation: Blender

(Optional) Sculpting: Sculptris (because ZBrush is 2pro4me… and 2expensive4me)

Textures/Misc Art: Sketchbook Pro 6 or Other

Music/SFX: Garageband

 

Have fun and good luck!

 

 

 

Yes, I’m in

And of course, with a new found love for 3d modeling in Maya. I’ll be using Unity in C# and attempting to make pretty models in Maya and improve on the graphics category.

Still looking for a programmer / game designer !

I’m still looking for someone to team up for the next ludum dare, I can make 2d or 3d things, I use and know Construct2, Blender, Zbrush.

If you have some experience with previous game jams I would be very happy ! I’d like to use UE4 but I’m open to other engines as well. We can use Skype to communicate.

Thank you Ludum Dare !

 

Comments

Acedia
08. Aug 2015 · 16:22 UTC
Hello, I’m a programmer and I’ve been looking for an artist. I have a git and a demo of an SRPG I’ve been working on. I can send you other examples of prototypes/projects I’ve done in the past if needed.

I’m in!

Hi everyone! My friends and I will be livestreaming at http://twitch.tv/laxeot while we develop our ludum dare 33 game! The stream starts at 4:00 PM Pacific Standard Time. It’ll be a lot of fun, hope to see you there!

I’m in

This is going to be my 3rd LD and 2nd Compo (first was jam). I’m hoping to improve my overall score (hoping for at least 3.0 this time). I’ll be using:

– My own LWJGL-based WIP engine. It already works partially and can be used for a 3d or 2d game

– Paint.NET for graphics and Blender for models if there is a need for that

– BFXR for sounds

GL HF

Tags: im in

Ludum Dare 33 Theme Slaughter!

Over the past 3 weeks you suggested over 4000 themes! Wow! That’s a few too many, so let’s SLAUGHTER some!

This is our hot-or-not for Ludum Dare themes. Click the graphic above, and keep clicking until you can click no more! Every click helps, so click more and click often! Much appreciated!

As always, thanks again to sorceress for helping clean up the list.

REMEMBER: This is just Phase 1 of the theme vote. Next week, the top 80 themes from the slaughter will go head-to-head in 5 rounds of voting (Round 5 is best of 1-4). The winning theme will be announced at the start.

NEW: Monday morning, we’ve culled the lowest ~1000 rated themes. Offensive themes should be gone now.

NEW: Wednesday night, we’ve culled another ~1500 rated themes. That leaves just over 1300. Theme Voting week uses the top 80 unique themes from the slaughter.

Question

Hell-o im new and i joined  #LDJAM and i have 2 quions.

  1. Do I have to do a live stream?
  2. Can i make materials (Art, sounds etc) before #LDJAM?

 

Tags: question

Comments

Knowledge
07. Aug 2015 · 16:42 UTC
1. No, of course you don’t have to (and if you’re first-timer I suggest you to not), but you can.

2. If you go to Jam you can, while if you go to Compo you can’t have anything.

I suggest going to Jam, because you have more time, don’t have to do all things by yourself and you can work in teams.

I’m in it!

Hey there! This will be my third time participating in Ludum Dare. The first time was a great success for me as I actually finished my game. The second time was not that big of a success since I did not finish the game, but it definately was a learning experience. This time I am fully commited and hopefully I will actually finish the game =). So here are the tools I am going to be using to make this happen:

Language: Java (Eclipse)

Library: LWJGL (OpenGL)

Audio: FL Studio, Bxfr

Graphics: Paint.NET

Music in the background: di.fm, my playlist

Energy: Coffee, Energy Drinks (Beware: not healthy x))

I will most likely stream the entire process, so you can stop by and check it out.

Good luck to all of you, I am pretty confident that we’re going to see some extraordinary games!

Comments

pi_pi3
07. Aug 2015 · 20:51 UTC
Awesome. I’m using LWJGL too. And it’s also my third time. Not many code their graphics by themselves these days. Most people use Unity or GM:S and call it done. I’ll make sure to follow your work. Just out of curiosity, LWJGL 2.x or 3.0?

I’m (Most Likely) In!!!

Hey all!

Last Ludum Dare, I quit in the middle, because A) I wasn’t very inspired, and B) I had some crap going on that was distracting me from the competition.

This time, that should all be over, and I should feel again motivated to make a game in 48 hours! 😀

In past times, there was this engine I used called Yamanu, and it was open source and all that fun stuff, but there were so many problems with it. Inefficient code, and bad frame-rate inconsistencies, it was a mess. This time, I’m creating a last minute engine called Ludum GL, which I’m sure is already taken, and I apologize for any copyrights I’m infringing upon. Basically it’s going to be an OpenGL tool (using LWJGL) to assist developers in the process of making a game. I’m trying to make it work like you’re coding for Software rendering, but it’s actually going to be using OpenGL rendering. It’ll be smooth, and have better consistencies across devices. It should be pretty sweet. Probably the main component it will have is the ability to load natives regardless of your operating system, without any hassle for the player, and without much hassle for the developer. It’s still very basic, and it’s still being developed to support more features, but the GitHub page is here. I’ll eventually add a “website” for it, using GitHub Pages or whatever it’s called. There you’ll be able to download the libraries.

Enough about the engine, I’m pretty excited for Ludum Dare 33! I hope you all are too, and I’m pumped to see some of the cool games that’ll come of it 😀

Good luck everyone, and caio until next time

Of course I’m in!

Ah its Ludum Dare time again! Can’t wait! I was really surprised at how well I did using Unity for LD32 that I’m going to be using it again. Not sure if I’ll do a 2D or a 3D game but I’ll be using Photoshop for Sprites/Textures. Autotracker for music again unless I can find something else. I also actually submitted 2 themes this time around, but what ever theme wins good luck to all who enter!

I’m in, With FL Studio This Time!

Hello! LD33 will be my 7th Ludum Dare, and I’m excited! This time I’m going to be Streaming Live on Twitch. c:

The tools I’ll be using:

  • Languages: JavaScriptHTML5
  • Graphics: Paint & Paint.NET
  • Audio: Sfxr & FL Studio (Finally bought the Producer Edition)

This (below) is the last track I made with FL Studio, what do you think?

This track can get just a little repetitive, so check out my other tracks over on my Soundcloud! c:

Comments

xWarZonex
07. Aug 2015 · 23:26 UTC
I have FL producer edition too…. BROMEGIOS!